Search found 15 matches

by justin
Sun Feb 21, 2010 5:07 pm
Forum: PSP Development
Topic: Sony OSK intermittent crashing
Replies: 2
Views: 6666

Oh wow. Turns out I had even built the 3+ version, just for some reason have always used the 1.5 version. Thanks for pointing that out for me. I've got the dialogs going under psplink now. I'm not getting a crash out of psp-gdb for the dialog crash, just this: Exception - Syscall Thread ID - 0x048BF...
by justin
Sat Feb 20, 2010 5:52 pm
Forum: PSP Development
Topic: Sony OSK intermittent crashing
Replies: 2
Views: 6666

Sony OSK intermittent crashing

So I've been struggling with this problem for ages: using the sony osk in a game, and sometimes, it crashes. The variable I've narrowed it down to is the number of textures creates, so my guess is graphics memory. Using pspgl + sdl. My main beef is, I can't debug under psplink, because as far as i k...
by justin
Tue Feb 16, 2010 10:18 pm
Forum: PSP Development
Topic: Weird crash
Replies: 6
Views: 8990

I'd put a GraphicsObject::endFrame(); GraphicsObject::startFrame(); after every msg.ShowMessage(); At least then you know more about where you're getting up to. Failing that, are you running through psplink? Does it show...
by justin
Mon Feb 15, 2010 9:44 pm
Forum: PSP Development
Topic: Weird crash
Replies: 6
Views: 8990

From what I can see, once you press cross, you exit the while(go) loop and never render another frame... unless there is some code below that you haven't posted.
by justin
Thu Jan 28, 2010 12:27 am
Forum: PSP Development
Topic: OpenAL
Replies: 12
Views: 7273

Finally got around to implementing this in a game. Works out of the box, thanks :) Bye bye SDL_mixer!
by justin
Wed Mar 18, 2009 12:08 pm
Forum: PSP Development
Topic: OpenAL
Replies: 12
Views: 7273

This makes me happy! Thnx.
by justin
Wed Mar 18, 2009 8:45 am
Forum: PSP Development
Topic: Does anyone have a NEO PSP Motion device?
Replies: 9
Views: 3746

Working for me. Can you ping codetactics.com and tell me what IP it resolves to?
by justin
Wed Mar 18, 2009 8:19 am
Forum: PSP Development
Topic: Does anyone have a NEO PSP Motion device?
Replies: 9
Views: 3746

What?! how is the website broken :(
by justin
Sat Feb 07, 2009 8:40 am
Forum: PSP Development
Topic: [SOLVED] Home button troubles on 5.xx m33
Replies: 8
Views: 5578

It's a pretty greedy app, memory wise :) I'll give it a whirl at -256.
by justin
Fri Feb 06, 2009 6:17 pm
Forum: PSP Development
Topic: [SOLVED] Home button troubles on 5.xx m33
Replies: 8
Views: 5578

PSP_HEAP_SIZE_KB(-1024) did it. The callbacks work now, and I feel sane again. Thanks everyone :)
by justin
Fri Feb 06, 2009 5:06 pm
Forum: PSP Development
Topic: [SOLVED] Home button troubles on 5.xx m33
Replies: 8
Views: 5578

Thnx, I'll give it a go when I get home and report back. Probably should have thought of that...
by justin
Fri Feb 06, 2009 2:03 pm
Forum: PSP Development
Topic: [SOLVED] Home button troubles on 5.xx m33
Replies: 8
Views: 5578

Thnx for your reply. I've followed all of the steps in the thread you've linked before - the app runs perfectly using the 5.xx kernel - no errors or anything the only thing that doesn't work is pushing the home button. Setting the callbacks up shouldn't need to use kernal mode should it? prxtool sho...
by justin
Wed Feb 04, 2009 9:29 am
Forum: PSP Development
Topic: [SOLVED] Home button troubles on 5.xx m33
Replies: 8
Views: 5578

[SOLVED] Home button troubles on 5.xx m33

I've been struggling to get the exit game screen callbacks working in a game I'm working on. I've got the callbacks in there, and it works in psplink (using the 1.5 kernel). But when I copy the game to the memory stick and run it through the xmb (using the 5.xx kernel), the home button doesn't do an...
by justin
Thu Oct 18, 2007 8:11 pm
Forum: PSP Development
Topic: Xmoto Porting. Round 2
Replies: 9
Views: 5015

Well, looks like your first problem is that you're still linking with psp-gcc, it should probably be psp-g++. Add the line CC = psp-g++ to your makefile. Looks like the other problems you're having are linking order. There seems to be quite a lot of libs linked twice, which (if you get everything in...
by justin
Wed Oct 17, 2007 7:46 pm
Forum: PSP Development
Topic: Xmoto Porting. Round 2
Replies: 9
Views: 5015

OK - I tried to do this a long time ago, back when xmoto was 0.2.0. I managed to compile it, and get it to run. I didn't have psplink, and got to the point where I could get everything to run if I commented out some calls to some of the ode functions. But without the physics, it's just not the same ...